STAR TREK 111.5
by Lance Micklus
(c) copyright 1980 by Lance Micklus, Inc.
Burlington, Vt. — All rights reserved.
TM trademark of Paramount Picture Corp. — used by permission.
This version of Star Trek™ III includes the
following changes and improvements:
Action sound effects.
10% faster execution time due to improved code optimization.
Up to 30% faster display time for long- and short-range sensor scans
Smoother command flow.
Multiple moves when using impulse engines during non-combat
A reduction of some unnecessary screen display.
Improved Klingon battle logic for greater challenge.
Plus these standard features:
A three-dimensional galaxy made up of 192 quadrants.
A galaxy made up of various types of stars,
planets, black holes, and a pulsar.
A mission which involves both exploration and combat.
Animated visual displays.
Load and save game.
TABLE OF CONTENTS
The Game Board
Short-range Sensors . .
Short-range Sensor Scan Quadrant 7,7,2 2
The Main Menu . .
• • • w
Damage Control 3
Chip's Computer 4
Long-range Sensor Scan 6
• ••■•*•••»■«•••*«■«• a ■ ■••■•■■••••••*•••■•**•••##■•■■
Alert . . .
a • «
Load and Save Game.
Playing the Game 10
Sound Effects 10
CXp6il rl3y6i rcatUiGS • ..,.•11
Playing to Win 11
STAR TREK™ - version I! 1. 5
Welcome to the world of STAR TREK™ III, based on the original
NBC television show and major motion picture feature. The pro-
gram you have purchased is the number one best-selling Star
Trek™ computer game. This is not an arcade type of game; it's a
game of luck, a little skill, and a lot of judgment.
You are the commander of the Star Ship Enterprise. Omega VI is
an unexplored area of the galaxy. It is known to have several class
M (Earth type) planets, several large stars and black holes, a pulsar,
and star bases. It has recently been invaded by Klingon warships.
Other than that, little more is known about Omega VI.
Your mission is as follows:
1. You are to explore the entire Omega VI region of the galaxy
and to collect as much data about it as you can in your ship's
2. You are to locate all of the class M planets in the Omega VI
region. After locating these planets, you will orbit them so landing
parties can be beamed down to collect more detailed information.
3. You will stop the Klingon invasion of Omega VI by destroying
all of the Klingon warships located in this area of the galaxy.
4. You must complete your mission and return to Star Fleet Com-
mand no later than star date 2500.
THE GAME BOARD
For the purposes of the game, Omega VI is a section of the
galaxy which is divided up into 192 quadrants. The galaxy is three
dimensional— making it 8 by 8 by 3
Each quadrant is made up of 64 sectors which are two dimen-
sional—making them 8 by 8.
Star Fleet Command headquarters are located in the star base at
quadrant 7,7,2. Docking (explained later) at this star base con-
cludes the game.
There are 20 Klingon warships and 5 class M planets. Although
these numbers are fixed, the location of each of these items is set
up randomly at the beginning of each game. Thus, each game is dif-
ferent. Class M planets are always located in quadrants which con-
tain only one star and one planet.
Four of the quadrants contain either black holes or class O (very
large) stars. Entering any of these quadrants destroys the Enter-
prise and ends the game.
Finally, there is one pulsar. Because the pulsar gives off so much
radiation, all of the quadrant surrounding it can not be scanned
with long-range sensors. These quadrants will appear on your
display as space noise. You may— and should— explore them, but you
should never enter the quadrant where the pulsar is, or the ship will be
The program is written in Level II BASIC. It is normal for some of
the lines in the beginning of the program to appear rather funny on
the screen if you type the BASIC command LIST. Begin the pro-
gram by typing RUN. It takes about 20 seconds for the program to
Initialize. When completed, you will see a short range sensor scan.
You are ready to begin play.
SHORT RANGE SENSORS
■ i ■
This display shows you the location of everything in the quadrant
where the Enterprise is located. Positions are shown In X-Y format,
where X is the horizontal location, and Y is the vertical location.
The upper left corner is location 0,0 and the lower right corner is
SHORT-RANGE SENSOR SCAN QUADRANT 7,7,2.
In the above sample display, the Enterprise (= =,,##)is located
at sector 1,1 and the star base („t„) at sector 3,2.
THE MAIN MENU
After you have seen the short-range sensor scan, press the
(ENTER) key to go to the main menu. It consists of 12 major com-
mands, plus 1 invisible command (not shown in the menu).
Enterprise and Crew
Awaiting your orders, Captain
1 Damage Control
2 Science Computer
3 Ship's Computer
4 LR Sensors
5 SR Sensors
6 Impulse Engines
7 Warp Drive
9 Photon Torpedoes
A good command for you to start to learn is the Status com-
mand. Press the key then hit (ENTER). You will get a display that
looks like this!
Photon Torpedoes: 3
This display gives you the basic information you need regarding
the status of the ship. Pay especially close attention to the energy
level as you play the game. If it ever goes below zero, you will lose
To get a damage control report, select item 1 from the main
menu. This tells you which main components of the ship are opera-
tional and which are not. Please note that Damage Control itself
can become inoperative. If this happens, you will receive no warn-
ings, notifications, or other information on the status of the other
major components of the ship.
Lt. Uhura here. . .
Damage Control reports the following:
Damage Control OPERATIONAL
Science Computer OPERATIONAL
Ship's Computer NEARLY OPERATIONAL
LR Sensors * * INOPERATIVE* *
SR Sensors OPERATIONAL
Impulse Engines OPERATIONAL
Warp Drive OPERATIONAL
Photon Torpedoes OPERATIONAL
In the above sample display, the ship's computer is out of ser-
vice but can be expected back in service shortly. The long-range
sensors and Phasers have been damaged. Repairs on those two
items are a long way from completion.
The science computer identifies each item in the quadrant the
Enterprise is currently located in. There are two items of special in-
terest to you.
The first is the identification of any planets in your quadrant.
Class G planets are not suitable for human life. Class M planets
are suitable for human life. When a planet is identified as Class M,
you should orbit that planet. Obiting a Class M planet implies that
a landing party was beamed down to the surface and then returned
to the ship— completing one aspect of your mission.
The second function of the science computer is to identify
Klingon warships. The important information you need to know is
how much energy each warship has. During a battle situation, the
science computer will automatically display this information
unless the science computer is damaged.
Part of your mission is to obtain as much information as you can
ut the Omega VI region of the galaxy. This information is stored
in the ship's computer. Thus, the ship's computer stores what is
known about Omega VI and this information base is continually be-
ing added to as the game progresses.
Ship's Computer Command Functions:
Data base scan to locate Klingon warships
1 Data base scan to locate star bases
2 Data base scan to locate Class F stars
3 Data base scan to locate planets
4 Data base scan to locate unexplored areas
5 Long range sensor scan from data base
6 Quadrant detailed display
Selecting item from this menu will tell you where all of the
Klingons, found to date, are located.
Selecting item 1 from this menu will tell you where all of the star
bases, found to date, are located.
Selecting item 2 from this menu will tell you where ail of the
Class F stars (small stars), found to date, are located.
Selecting item 3 from this menu will tell you where all of the
planets, found to date, both Class G and Class M, are located.
Selecting item 4 from this menu will tell you which areas of
Omega VI are still lacking in information. Since your mission is to
explore the entire Omega VI region, this item should turn up
nothing if your mission is to be a total success.
Selecting item 5 from this menu will produce a long-range sensor
scan for any area of the Omega VI region, based on the data cur-
rently stored in the ship's computer. The words "NO DATA" will ap-
pear in any quadrant which has never been scanned. When using
this command, the program will prompt for the quadrant location
which should appear in the center of the display. Assuming you
reply with 1,4,1. you will then see a long-range sensor scan as it
would appear if the Enterprise were located at quadrant 1,4,1, based
on currently available data. The regular long-range sensor scan,
based on the actual location of the Enterprise, will be explained later.
Selecting item 6 from this menu will prompt for a quadrant loca-
tion. Enter a valid quadrant location and the ship's computer will
give you all known details of that particular quadrant. This is a
good way to check and see if a class M planet has been entered in-
to the ship's computer as being explored.
The ship's computer is your friend. It gives you important infor-
mation which you need to complete your mission. But, remember
one thing. The ship's computer is only going to tell you about those
things it knows about. When you start a game, if you request a long-
range sensor scan of the area around quadrant 1,1,1, you will see
nothing but "NO DATA" because there is no data available about
that area. Later, when you fly the Enterprise over to that part of the
galaxy, the ship's computer will obtain information about these
quadrants and store them in its data base for later recall.
At the end of the game, Star Fleet Command will analyze all of
the data in your ship's computer. Your rating as a commander will
be based, in part, according to the completeness of this data com-
pared to the actual galaxy you were exploring.
LONG RANGE SENSOR SCAN
Selecting item 4 from the main menu displays the long-range
sensor scan. This scan shows you what is located in each of the
quadrants around you. The quadrant you are currently in wi
always be in the middle.
This scan differs from the long-range sensor scan obtained from
the ship's computer in the following way: long-range sensor scan
(#4-mainmenu) shows you what is really out there, all around you,
right now. The scan from the ship's computer shows you what the
long-range sensor scan would look like if the Enterprise were
located some place else— based on the current data.
One very significant thing happens when you make a long-range
sensor scan. All of the data displayed on the screen is also stored
in the ship's computer for later recall. This is how the ship's com-
puter obtains its information. The rest of the information is obtain-
ed from the science computer.
Since part of your mission is to document as much as you can
about Omega VI, you should use your long-range sensor at least
one time whenever you move the Enterprise to another location.
KOB 1 P2S 1
LONG RANGE SENSOR SCAN
QUADRANT 5 5 2
(ENTER) to continue. =>?
Above is a typical long-range sensor scan. There is a star base at
quadrant 5,5,2 where the Enterprise is shown as being currently
located. There are two Klingons at quadrant 6,4,2. Areas, such as
6,6,3 are shown as UNKNOWN QUADRANTS since they are areas
outside of Omega VI and outside of the playing field. You may not
go to these areas of the galaxy. The PULSAR is located at 5,6,2.
Notice that all of the quadrants surrounding the PULSAR, are
shown as SPACE NOISE. Because of the radiation given off by the
PULSAR, the long-range sensors are unable to pick up the details
of any quadrant which is adjacent to the PULSAR. You must ex-
plore these by moving the Enterprise to each of the quadrants and
picking up the detail with your science computer.
Every person who is a fan of Star Trek™ knows that the Enter-
prise can fly many times faster than the speed of light. This is ac-
complished by using a special type of propulsion unit called a warp
drive engine. Warp drive is used to move great distances quickly.
Assuming you're at quadrant 7,7,2 and you wish to go to
quadrant 5,6,1, you would select item 7 from the main menu. The
program will prompt for the location of the quadrant you wish to go
to, and then ask for the warp speed. Any warp speed from 1 to 8 will
be acceptable. The higher the warp speed, the less time (star dates)
it will take to reach your destination. You will, however, use up your
ship's energy much faster than you would have at a low warp
speed. While low warp speeds do save energy, you will use up more
time (star dates) to reach your destination. Since you only have un-
til star date 2500 to reach your destination, you must learn to use
your energy and time wisely.
When using the Warp Drive, you may travel to any quadrant you
wish so long as you have enough energy. The powerful navigational
computers aboard the Enterprise will automatically navigate
The Enterprise also uses a second type of propulsion unit which
are called impulse engines. These smaller, less powerful engines
are designed for low-speed maneuvering. Use your impulse engines
to maneuver within a quadrant. The engines are engaged when
item 6 from the main menu is selected. The short-range sensors
will be automatically displayed and the program will prompt for a
heading. Use the following compass:
3 I 1
4- + -0
5 I 7
The heading must be a number from to 8. The number you onter
can be entered with a decimal point. Next, you'll be asked to enter
the speed. Enter an integer number from 1 to 8. The number you
enter is approximately equal to one space.
You can orbit a planet by simply moving the Enterprise such that
it tries to occupy the same space as the planet. When you orbit a
Class M planet, it implies that you have beamed a landing party
down and explored it. This is an important part of your mission.
You can also dock at a star base by doing the same thing. When
you dock, your ship will be refueled, repairs are speeded up, and
you will be restocked with photon torpedoes. DO NOT DOCK AT
THE STAR BASE LOCATED IN QUADRANT 7,7,2 until you are ready
to terminate the game and report back to Star Fleet Command.
You can not use your impulse engines to go through something.
If you do, a collision will result causing damage to the ship. If you
collide with a star base, instead of docking, the incident will be
reported to Star Fleet Command and will affect your rating as a
captain in a negative way.
You can NOT orbit or dock to a Klingon warship.
You may use your impulse engines to move to another quadrant
if you wish. Do NOT try to move the Enterprise outside of the
Omega VI region. It is surrounded by an energy barrier and a colli-
sion will result.
Selecting item 8 from the main menu will fire the ship's phasers.
The phasers use energy from the ship's main power source to
derive their energy. Before firing the phasers, the program will
prompt for the amount of energy to be used each time the phaser
banks fire. You may use as little or as much energy as you want, so
long as you will still have some energy left after firing.
Phasers are self-aiming. They automaticaly lock onto and fire at
any Klingon warship located in the same quadrant as the Enter-
prise. The destructive power of the Phaser blast decreases with
distance. This means that when you are considering how much
power to divert to the phaser banks, you must take into account the
amount of distance between you and the enemy as well as the
strength of his energy levels.
The phasers do not always hit their target. Klingon warships are
smaller and less powerful than star ships, but can maneuver rapid-
ly. As a result, they often can avoid a phaser hit.
The phasers scan the entire quadrant and will try to lock onto
and fire at each Klingon they pick up. However, the phasers will not
fire if there is an object between the Enterprise and the Klingon
This is the second type of weapons system aboard the Enter-
prise. The ship carries a maximum load of 3 Photon torpedoes.
Docking at any star base automatically restocks the Enterprise
with 3 photon torpedoes.
To fire a photon torpedo, select item 9 from the main menu. You
will automatically see a short-range sensor scan. The program will
then ask for the direction that the torpedo should be aimed. This
will be a number from to 8 (see compass diagram above). The
torpedo will then be fired at the target.
The advantages of photon torpedoes are that they are very
powerful and usually will destroy any target they hit. Furthermore,
they use no energy from the ship to unleash their force.
The disadvantage of using photon torpedoes is that they must
be aimed and will fire at only a single target. Extreme caution must
be used because if a photon torpedo hits anything other than a
Kiingon warship, that object will be destroyed. Star Fleet Com-
mand regulations prohibit the destruction of planets, stars, and,
naturally, star bases. If you violate this regulation, the game im-
mediately terminates. \
Like phaser fire, Klingons can also maneuver themselves out of
the way of the torpedo's path. Thus, a well aimed torpedo may not
always hit the target. Powerful as photon torpedoes are, it is
possible, on rare occasions, for a Kiingon to survive a direct hit
usually with extensive damage. _
Experienced players have found that the Klingons like to posi-
tion themselves between the Enterprise and some other object. As
a result, a torpedo which misses the enemy, hits the object in back
of him. Be careful! Don't let the Klingons trap you this way.
The Enterprise operates at one of three levels of alert status. To
change the alert status of the ship, select item 10 from the main
menu, then indicate which one of the three alert conditions you
want the ship in.
GREEN • This is the normal alert status of the ship. The shields
of the Enterprise are down and minimal power is drained from the
energy supply reserves during any single term. If the Enterprise is
hit by Kiingon fire power, damage to the ship will be extensive.
RED - At the other extreme is condition red which is the full bat-
tle-ready condition. The deflector shields of the Enterprise are up to
full power and give maximum protection from Kiingon fire power.
However, this greatly increases the overhead on the Enterprise's
energy reserves. The amount of energy used up on any one turn
greatly increases as compared to condition green.
YELLOW - This is a battle-watch level of alert status. The deflec-
tor shields are maintained at a moderate level. If hit by Kiingon fire
power, damage will still be extensive but not nearly as great as
would occur in condition green. When the ship is in a yellow alert
status, it will automatically switch to condition red if Klingons are
located in the quadrant. Still, it's a better idea to be in condition red
if you know you are going to be attacked. The reason is that the
Klingons may fire at you first BEFORE the ship switches over to
condition red automatically; thereby increasing any damage done
to the ship during the first volley.
Selecting item 11 from the main menu simply uses up a turn to
speed repairs being made to damaged components of the ship.
LOAD AND SAVE GAME
This command is not shown on the main menu. However, if you
should want to save the present game, or restart a previously saved
game, just type -1 from the main menu, then answer the prompts.
Make sure your tape recorder is ready to either record or playback.
The disk version of Star Trek™ III will save the game to disk after
prompting for a filespec.
PLAYING THE GAME
Using your long range sensors (#4-main menu), you should make
a scan to gather data and then pick a quadrant to fly to. Using the
warp drive (#7-main menu), you will fly to that quadrant and then
take another long-range sensor scan.
Sooner or later, you will see a quadrant which catches you eye.
Perhaps it contains only one star and one planet. Using your warp
drive, you will fly to that quadrant and then use the science com-
puters-main menu) to determine if the planet is Class M. If it is,
you will then use your impulse engines(#6-main menu) to move the
Enterprise toward that planet to achieve orbit.
The battles with the Klingons are the most interesting aspect of
the game. Before using your warp drive to move the ship to the
quadrant where the Klingons are located, make sure you put the
ship on red alert (#10-main menu). Then, enter the quadrant where
the Klingons are located and try to destroy them using your photon
torpedoes and phasers. Don't leave the battle area unless you have
to because you're running low on energy. The Klingons can not
recharge themselves until the Enterprise leaves.
A typical game lasts about an hour and a half. You will find a pen-
cil and paper most helpful to keep track of notes.
Version III.5 of Star Trek™ III produces action sound effects.
Connect an audio amplifier to the computer's cassette output jack
for the added pleasure of sight with sound.
EXPERT PLAYER FEATURES
As you become an expert at playing the game, you may wish to
speed up the pace. Two features are included for expert players.
The first feature is an event skipper. Some of the displays are
controlled by a waiting loop within the program. To break the loop
and skip on to the next event, simply press the (ENTER) key. You
may have to hold it down for a moment before the program will
catch it. This is normal.
The second feature skips the main menu display. When the pro-
gram prompts you to "(ENTER) to continue", you may enter any
command from the main menu. Later, at the time the program
would normally display the main menu, it will pick up your com-
mand and immediately go on. a
PLAYING TO WIN
With a little luck, a perfect command rating of 100 is possible
provided you complete your mission and return before star date
2500. While you do not have to fly the Enterprise to every quadrant
in Omega VI, you do have to pick up basic data about each
quadrant with your long-range sensors. Quadrants near the pulsar,
however, must be visited individually since space noise prevents the
long-range sensors from picking up any details. Finally, you must
destroy all of the Klingons and have orbited all 5 Class M planets.
Your mission is completed when you return and dock at the star
base located in quadrant 7,7,2. Good luck, Captain.
DON'T BE A PIRATE. This program is sold to you with the
understanding that it will be used solely for entertainment pur-
poses on a single TRS-80™ computer system. You have every
right to make backup copies of this program to protect your invest-
ment. Please don't use that right to infringe upon the rights of
others who receive their fair royalty only when a sale is made. By all
means, invite your friends over to play this game on your computer.
But, don't let them borrow your copy to take home. If they like it
enough to want to take it home, encourage them, instead, to buy a
copy from their software dealer. If you want to trade programs, go
ahead. But trade only those programs which you and your friends
wrote or which are in public domain.
Star Trek™ III is protected by copyrights held by Lance Micklus,
Inc., 217 South Union St., Burlington, Vt., 05401. The use of the
names, I ikenesses, and ideas of Star Trek,as well as the use of some
trademarks, is by permission of Paramount Pictures Corporation.
TRS-80 is a trademark of Radio Shack, a Tandy Company, which
is not associated in any way with Lance Micklus, Inc., or Para-
mount Pictures Corporation.
WHAT TO DO WHEN YOU FIND A
BUG IN THE PROGRAM
Ramworks programs undergo testing before release, but
upon occasion we have found that an earlier version of a
program has been inadvertently duplicated or that a problem
has not been discovered prior to publication. In a complex
program, it is often not possible to do exhaustive testing, as
certain conditions may be overlooked. We will do our best to
identify and repair program difficulties.
If you do find a difficulty in a program, please describe the
circumstances as clearly as possible, and the point at which
the program failed, so that we can identify it. Send this
information to: "
P.O. Box 68
Milford, N.H. 03055
We will either find the difficulty and inform you of the solution
or write the author for assistance.
Unfortunately, one of the only semi-humorous laws of
programming is that "Every significant program has at least
If the problem is not a program defect, but rather a need for
an extra feature or a different format, we can sometimes help
there as well. Unfortunately, in most circumstances the cost
for this service will have to be at $25 per programming hour,
but we can put you in touch with our programming staff.
Please contact us at the same address.
6 SouthStreet , Box 68, Milhrd, NH O.M )55